Vermitrax bends the feeble mind of the ogre to put the finishing blow on the guard. The wizard cackles and evil laugh as the rest of his comrades proceed to pummel the beast. But there is still fight left in him as he attempts a counter attack, bring his great club up and smashing it on Prime. The blow goes wide and Prime is able to redirect it away from him with his shield. The ogre roars in anguish. Meanwhile, farther into the cave come the echoes of many voices of the goblin variety. What they are saying or doing is not clear.

Vermitrax quickly rises his staff and with the tip draws a rune of cian light in front of him. He was about to cast one of the older spells known to him, a spell originally brought by the Gith, whose wizards master the Force spells. Once the simply glyph was finished, Vermitrax pronounced the power word. "Helminthes!" and eight small orbs of force bursted from the glyph, swirling around the ogre. As the brute tried to smash them, they dodged his blows and sunk in his flesh, with small blood spraying explosions.

Vermitrax casts Magic missiles and deals 8 dmg.

Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

Noxious Breath (poison, zone) Ľ Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

Gellan lunges with his tan'gat, plunging it deep into the abdomen of the ogre. As the huge creature crashes to the ground, Gellan steps over the corpse, his face set as he draws his second weapon and peers into the cavern.

When an enemy marked by Prime makes an attack that doesn’t include him, he can make an Immediate Interrupt to make a Melee Basic Attack against him. If the attack connects, he can push the target up to 3 squares; since interrupts happen before the action that provoked them, pushing an enemy that attacks an ally beyond reach can potentially negate the attack altogether. Notice also that this attack isn’t an opportunity attack

Prime has a +2 bonus to hit with Opportunity attacks and if they hit they stop enemies if a move provoked the attack. They can resume moving using other actions.

Trigguers:
Shield Edge Block when the -4 to the enemy’s roll can negate the attack
Guardian’s Counter when an ally within 2 squares is attacked, especially if the swap would negate the attack (it hit the ally’s defense, but is not high enough to hit Prime’s)